By Simon Carless

Get Lamp DVD Artwork, Interactivity

Digital archivist Jason Scott unveiled the beautiful throwback piece you see above as packaging art for Get Lamp, his upcoming documentary on the history of text adventure games and their creators. Illustrated by Lukas Ketner, the same talented fellow behind Panic's Atari 2600 boxarts, this artwork will grace the (two-disc) DVD case's inside three panels.

Scott says he's so happy with the commissioned artwork, he's looking into the possibility of creating high-quality prints and selling the image as a poster. He wants to hear from others, though, on whether they want to be notified if the poster ever goes on sale and what price they would like to pay for it. If you're interested, email him at poster@getlamp.com to sign up for a future mailing with further details.

The director also recently announced that watching Get Lamp is a "partially interactive" experience. Like the text adventures it examines, the documentary stops and splits into multiple directions, allowing different paths through the film. You can choose to ignore the branching feature and watch every clip or have the movie choose different paths for you:

"This is how I can have it have about 3 hours of movie (which is roughly what it is looking like) but not murder the audience. It will also allow you to address the Interactive Fiction story from multiple angles, which otherwise would be competing for your attention.

It will, of course, be possible to skip the interactive portion and just see the different mixes, and it will also be possible to say 'just go ahead and show me that 3 hour movie'. But this potential for having some amount of say on the film’s progress is, to me, part of the nature of interactive fiction, and the movie will reflect it."

You can read more updates about Get Lamp and interactive fiction on Scott's blog Taking Inventory.

By Simon Carless

COLUMN: ‘Game Mag Weaseling’: The New(est) GamePro

gp-1002.jpg

It's 2010, and I have been drinking heavily every day so far this year -- something I should probably knock off, before that streak becomes both longer and more fearsome.

I thought I would kick off the new year by discussing a magazine that's trying to be very new indeed. I talked a bit in the past about how GamePro is making a serious effort to reinvent itself in 2010, under the direction of new boss and ex-Ziff Davis standby John Davison. John pins down his mag's festering crisis perfectly in the editorial from the February '10 issue: "In truth, GamePro hasn't been focused on a young audience for many years, but it also hasn't firmly declared itself as standing for anything in particular for a while. As the industry has struggled with its identity, so too has GamePro."

It's a testament to the ironclad laws of branding that GamePro, long after the the 8- and 16-bit eras have become ancient history, is still seen as "kiddie" by so many people. It's also a testament to IDG's tenacity (or, maybe, bullheadedness) that they kept the magazine sailing along throughout the past decade without doing a heck of a lot to discourage this image. Now, with a book size that's under 100 pages and a rather tiny pool of advertising, GamePro may not have had much time left unless something serious was done to it.

That "something serious" took place with this February issue, one that carries over nearly nothing from the old design except for the name. There is no previews section in this magazine any longer, a move that I've been hoping some print title or another would undertake for years; the few preview-y pieces are small and fit into the "Spawn Point" front-end section.

Everything is cleaner than before, with the main content font a bit larger and care taken to keep everything orderly, and the features take a bit of an Edge-like bent in look. (The only visual fault I found is that GamePro uses the same picture of Tim Schafer three times this issue, once in stylized form to kick off a feature about writing comedy in games.)

This cleanup job extends to the reviews section, which emphasizes one really big review (New Super Mario Bros. Wii this time around) up front. Only a few pieces in this bit are very tiny, which allows writers to turn each one into a sort of narrative about their experience instead of trying to play the old-style GamePro "voice of authority."

And on that note, I should emphasize that revised visuals are not the main focus of this redesign. Game Informer's revamp a few months back involved a refreshing of the print-mag externals and a brand-new website; GamePro's involves the writers taking a completely different approach to covering the video game industry from the one they preferred before.

Davison pointed out in his editorial that he wants GamePro to "endeavor to shine a light on the talents that build the experiences we all love so much, and also on the people that play them and are inspired by them." It shows. Nearly every non-review piece in this magazine places names on the forefront, from the piece on Street Fighter character design up front (with Mike Kime, who works at Epic Games) to other bits on MAG, Mega64, the charity group OneBigGame, and an outfit that sells game-themed wine.

That's a huge difference from the old GamePro, which in my mind (and in my experience, working there in 2002-03) had been about being some kind of all-seeing authority that covered everything equally expertly, sort of like Life and Look and the other general-interest magazines of the mid-20th century.

This, despite the fact that the Internet had long shattered any illusion that the editors of GamePro were anything besides human, like anyone else -- a group of hardcore gamers who just happened to be better than average at keeping deadlines and schmoozing game-pub PR. In making GamePro about people (either involving industry folks, or in the way it makes previews/reviews about the writer as much as about the game), Davison has truly put a human face on the brand that wasn't there before and had never been.

You could conclude, if you were a bitterer man than I, that this new GP is basically trying to be Edge USA. But if GP can survive, and keep covering the human side of the industry without becoming too pretentious, it has the potential to become far more than that. Already it's a massive step forward for the brand and a sign that there's no excuse to treat it like some also-ran in the business any longer.

[Kevin Gifford breeds ferrets and runs Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

By IndieGames.com - The Weblog

Experimental Gameplay 2010 Open For Submissions

The annual Experimental Gameplay Workshop is now open for submissions. Selected developers will be invited to give a short presentation on their respective games, prototypes and ideas to an audience during GDC this coming March 2010.

To submit for the workshop, just fill up a short submission form as per guidelines on the EGW site, then send it to workshop2010 [a] number-none.com before January 26, 2010. (source)

The Experimental Gameplay web site
Experimental Gameplay Workshop 2009

By IndieGames.com - The Weblog

Eurogamer Indie Game Arcade: Happening Game (increpare)

happening.JPG

I briefly mentioned Stephen Lavelle's Happening Game in my Indie Game Arcade Roundup, but it more than deserves its own post. The game itself is downloadable from Stephen's site but honestly, if you're going to download it, you're going to have to imagine you're at the Eurogamer Expo and there are tons of other people who have given it a go besides you.

Happening Game makes no sense as a home-played experience, but in an exhibition environment as last week, it's just fantastic. Playable only with 2 people (attempting to start 1-player will result in the game telling you to find someone to play with), it's more of an experiment than anything. Each pair of players are given a keycode, then given tasks depending on how well they know each other. As tasks are completed, more really ridiculous tasks are provided until they get so horrendous that you feel too embarrassed to continue.

It's based on the idea of Happenings (art performances in which active participation from the audience is a must), hence the name. Initially I gave it a go with Terry Cavanagh and we chose the 'strangers' option from the menu. The first few tasks were simple 'Shake Hands' and 'Introduce Yourselves' commands. The game then asked us to meet back at that spot in an hour's time. Then we were asked to introduce two other people to the game. Finally it began to ask us to do things with each other than strangers just would not do, so we stopped there.

I also gave it a playthrough on the 'Friends' mode with someone I'd come along with, and we were given different tasks which were more to do with interacting. I didn't give the 'Family' or 'Lovers' modes a try, but according to those who did, I really didn't want to, as they ended rather vulgarly.

It was the idea, however, that I really liked. The thought that many others will have walked by, started a game, and then either passed it off as a silly concept and moved on, or maybe stuck around and really tried to get as far as possible. Now there's a set of results I wouldn't mind having a gander at.

[Again, photo courtesy of Rob Fearon - my photos coming as soon as I get my camera back!]

By IndieGames.com - The Weblog

Interview: Jeremiah Slaczka (Scribblenauts)

Recently, Scribblenauts' lead designer, Jeremiah Slaczka, found some precious spare time to answer some questions about 5th Cell's design process and how Scribblenauts came to be. Colin Northway asked him about being creative with a team of twenty people, designing for an audience of everyone and how to make a level hard when your players have access to every tool ever created or imagined.


I know you are a proponent of iterative design. It seems like all my favorite games came from a very organic process where design and development happen simultaneously. I read that Scribblenauts had a team of fifteen to twenty people. Is it a challenge designing iteratively with such a large team?

Organic, iterative design is the best way to handle new, untested concepts. I usually work with a very high concept which is usually anywhere between a couple of sentences to a one-page idea. From there I flesh it out to about five to thirty pages depending on the scope of the project. Then, I usually get feedback from the programmers, artists or designers asking me questions on things I haven't thought of yet. I love that process, it keeps the GDD light, but allows both me and the other person working on a system to understand exactly what's in my brain and exactly what's in their brain on that system. When we're happy those questions are answered, usually in a separate doc, we put it into motion and see how it flies.

I'm a firm believer if you have a problem and try to solve it on paper and can't see it on paper, you probably can't see it by prototyping it. So you just make sure you got a direction to go in on paper first. That's not to say I write everything down. I don't think you should have a huge 300 page GDD, but boy do publishers love 'em. Things change too much, as long as you know where you're going on the big picture, you'll solve the questions as they come. Sometimes it's a compromise, sometimes it's an ingenious little idea, but you'll solve it. Continue reading

By Simon Carless

Interview: Nippon Ichi On Finding The Hardcore RPG Sweet Spot

[Our own Brandon Sheffield sat down with Nippon Ichi president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the SRPG-focused company's new PSP game, as well as its philosophy and operating practices.]

For over 15 years, Japanese developer and publisher Nippon Ichi Software has been releasing hardcore-targeted RPGs, particularly strategy RPGs like the successful Disgaea series.

Most recently, the team behind Disgaea has announced its newest game, Zettai Hero Kaizou Keikaku (which Siliconera translates as Absolute Hero Modding Project), a PSP dungeon-crawling action RPG that -- like many other Nippon Ichi games -- features plenty of randomly-generated content.

We talked with NIS president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the small company's attitude toward game development, its RPG success, and why throwing characters is such a big deal in its titles:

Your focus has been on RPGs, particularly Disgaea. Where will you focus going forward?

Souhei Niikawa: Well, RPGs remain a popular genre for the hardcore audience, so I think that RPGs will still be a central part of our strategy.

Disgaea is certainly an important title for Nippon Ichi. We'll continue to grow that game by doing what's best for that particular series. Placing our fortunes on nothing but Disgaea wouldn't be right at all. For example, we want to grow this new game in the same way that we've grown Disgaea. We want to make games that are different from Disgaea, of course, but sell just as well as that.

A lot of Nippon Ichi's character designs have "moe" and "loli" elements. Will that continue? Has for the market for that become smaller?

SN: We made games for the people who play them. If the audience's needs shift away from moe or loli, then we'd certainly go with a different design. We still think there's a demand for that, though, so it will probably continue. From the creator's perspective, we think it's very important to keep trying new things, and as a result, we naturally don't want to stick with any one thing for too long.

What made you adopt that style in the beginning? Did it start out with what the development team liked?

SN: Yes. Well, it's undeniable that a large part of our audience is what people would call game otaku, or hardcore game fans. So we want to make what they want, but at the same time, we're all pretty hardcore too. So, there's that. (laughs)

The first Disgaea really seemed to be designed around picking up and throwing characters. That influenced the rest of the dungeon design and combos in battle. Would you agree with that?

SN: Certainly. Well, not just with Disgaea, but it's been an important aspect of a lot of our games, including this one here. It's been that way from around that time.

It's sort of a Nippon Ichi trademark.

SN: Yeah. We're all about throwing people. (laughs) Using that as a vital tactical tool.

Where did the idea for that come from?

SN: The original task before us was to figure out how this game would be different from the rest. We needed some strong and unique gameplay aspect that would give this project some sort of individual hook. I think it's something that's worked, as you can see how the series has progressed from 1 to 3.

Masahiro Yamamoto: I don't really remember the individual process that led to the pick-up-and-throw idea, but we were coming up with all kinds of ideas to put in the game and make it unique.

The original Disgaea is full of original little ideas like that, but it's undeniable that the throwing system is the idea that stuck out the most in gamers' minds once it came out. It's the result of that kind of thought process.

Just thinking about it by itself, it's hard to conceptualize how it'd be fun. How did you decide that the feature was so important to have?

MY: Well, we're a very small company, and none of the teams behind our projects is particularly large. That structure allows individuals to test out assorted ideas pretty quickly as they come up with them, then show them around to see what the rest of the team thinks.

I don't think that teams the size of what you have for Final Fantasy would be able to try out such risky things within development. I think that's one of the merits of having a small company like ours; it's easier to try new challenges, and that's how a lot of features in our games are born.

You go through a lot of iterations.

MY: I think so, yeah.

How much content is too much for one game? With the item world, you could keep going forever. How do you know when to stop?

SN: I guess you could say it's when we feel like there's nothing left to add to the gameplay.

MY: Oh, we never really stop. (laughs) We put so much stuff into each project, and eventually we get to a point where we ask ourselves, "Do we really need all this?"

When a majority of staffers start answering, "I'm not sure" to that question, that's when we stop. (laughs) That's pretty much how it works.

We really think that having a lot to explore in our games is very important -- especially with the Disgaea series, where it's become kind of a hallmark. Of course, we definitely can't take that approach with all of our titles; instead, we find different ways of making the games engaging and fun to our audience.

I was wondering if you're concerned that if you give too much, there might not be any need to buy sequels.

MY: That's not really much of a worry to us. The way we see it, in fact, most of audience goes through our games pretty quickly, especially the really hardcore people who support the Disgaea series. It's really something, the amount of time they put into playing our stuff. I wouldn't call it a big worry.

Nippon Ichi is pretty much the only game company in Gifu Prefecture. Do you think your company has any regional flavor since you're isolated from other developers?

SN: Well, the Internet is everywhere, and we're a game company, after all, so it's certainly not an inconvenience or anything.

I would say [our flavor] is not in the location so much as our style of company. Since we're kind of out in the country and have small development teams, that helps to add individuality to our games.

In Tokyo, you have a lot of developers who have gone from company to company, quitting one job and picking up another one right off. I think the fact that we've not experienced that as much helps us keep consistent in the sorts of games we release.

Do your staffers come from all over Japan?

SN: Yes. We don't really headhunt from other companies or anything. Sometimes we hire new grads who apply to our company; sometimes we get people who have previous experience with other game companies.

Finally, when you start a new game, from what point do you begin -- an idea, a list of features? What is your jumping-off point?

MY: In the beginning, there's only an outline, a very general idea of what kind of game we want to make -- what kind of world we want, for example. Then things just expand off from there, and eventually we figure out what sort of genre would be best, like how this game turned out to be a dungeon RPG. That's how things begin.

By costik

Oh, Yeah.



(Via Tigsource via Destructoid.)

Mind you, this is the way capitalism works. Some places you can pick your own apple for free, and others you don't get an apple until you pay a buck. The problem is that we need more and better ways for people who aren't doing triple-A crap to find a market, instead of having no real chance of achieving an audience other than releasing it as freeware.

But yeah, this is good. The critical path to making indie games work is changing the audience mindset ("these games belong on a spinner rack" as one commenter on Manifesto's site put it -- hope you're happy with the Madden model). Screeds like this help. And are entertaining to boot.

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.